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Doctrines: Veterans, Drop Troops, Storm Troopers, Grenadiers, Cameleoline
~Fires Support Squad
~Anti-tank Support Squad
~Infantry Squad #1
~Infantry Squad #2
~Infantry Squad #3
Storm Troopers #1
~9 Storm Troopers
-2 P. Guns
-Hull Mounted HB
Storm Troopers #2
~9 Storm Troopers
-2 P. Guns
-Hull Mounted HB
Hardened Veterans #1
Hardened Veterans #2
-3 P. Guns
Hardened Veterans #3
-3 P. Guns
-SS Heavy Bolters
-SS Heavy Bolters
Total Heavy Support=488
Basically, my idea with this list is to get a lot of BS4 models out onto the table to improve my hitting abilities. I would probably infiltrate the Hardened veterans into some cover to give them a tough cover save and keep them alive. From these positions they can lay some heavy hitting on enemy armor or tougher infantry squads. Hardened Veterans #1 would deepstrike behind enemy armor as a suicide squad to try and pop an enemy tank, Same would go for my Infantry Platoon's command squad. With those two units harrassing behind enemy lines, I would send my two tanks up one of the flanks to put pressure on opponents flank. The Russ with smoke and track guards would lead the way, charging up 12" on first turn (only if I get first turn overall) and popping its smoke. The second Russ would fall closely behind, benefitting from the first Russ's cover. The Basilisk would pound the same flank that the Russ's are attacking to help weaken that side. Storm Trooper squads would head up the flank following the Leman Russes, probably not drawing too much fire due to the fear of the battle tanks. Hopefully what I could accomplish creating is a strong frontal phalanx of supporting troop squads utilizing their heavy bolters and grenade launchers to mow down any light infantry along with the autocannon fire support squads. There should be enough heavy anti-tank support to eliminate those threats early on, allowing me to head up one of the flanks with the Leman Russes and Chimeras loaded with storm troopers to enclose the enemy and force them to fight on multiple fronts.
Please post any comments or suggestions! Thanks!
Edit: Took medic out of command squad, added 1 more storm trooper to storm troopers #2
Last edited by BeakeR; January 4th, 2006 at 23:17.
you should take another doctrine instead of stormtroopers since you dont need it to take grenadiers. maybe close order drill. also all unit must take cameleoline that can.
It's a pretty solid list overall. I like it.
Problem: If one unit takes cameleoline, they must all take it, you can't afford that and it would be pointless as you cant get them all in cover, so drop it altogether.
Personaly, I would take the Heavy Bolter/GL combo out of the infantry squads. This is a good combo, but IMO you are better off with the heavy bolters in a support squad and the lascannons in squads where they are not as much of a target. Taking out the Lascannon squad is an easy way to hurt your army's AT capabilities. If you make this modification you might want to take the plasmagun as your SW.
You will loose the ability to fire your heavy bolters independantly, but in my experience, anything that deserves a heavy bolter pointed at it will be needing more than 1.5 hits to take down.
Lascannon sentinels are something to be taken only if your army desperatley lacks Anti-tank. If you can field the Lascannon in an infantry or support squad (which you can) don't put them on the sentinel, it is only BS3, so a 1 shot weapon is a waste of a good vehicle.
Save some points and put a multi-laser, or at most an Autocannon on it.
I would also suggest trying to free up some points to buy a second or third sentinel. Tanks generaly work better in multiples and you have the free fast attack slots for it.
It looks like that command platoon is designed to bolster leadership, in that case: your HSO does not want to be holding a weapon that will blow him up!
Meltabombs are pretty marginal in my experience, and you have a lot of points tied up in them. They aren't worth their points IMO.
A minor note: if you take sponson bolters on your Russes, also take the hull bolter, if you fire at light infantry with the bolters, the lascannon will be wasted and visa versa. It's also a much cheaper combo.
Other than these changes, I like it a lot. It is a very well rounded list and something I would confidently field myself.
I like you're idea to free up an elite slot by deep-striking a command squad with meltaguns, but beware - this tactic is best reserved for a grenadier/veteran army, as you leave yourself with only a single command squad to give leadership to a whole army, which is very dangerous. Mind war, anyone? That squad will not stand up to punishment.
Storm Troopers are a restricted unit entry so I have to take stormtroopers in order to field them in the army. Grenadiers just changes up the organization and allows you to use them as a troops choice instead of an elite.Originally Posted by muttle
The imperial guard faq states that you are not required to take storm trooper doctrine to take grenadiers because storm troopers are troops assigend to a regiment whilst grenadiers are elite troops from the regiment.
heres a link to the faq http://us.games-workshop.com/downloa...d.htm?IG_FAQ40
1.Your HQ cmd squad has 1 too many bodies in it, you cant have 4 guardsman with plasma guns as well as a vet with standard. Your costing of the squad is far below what it should be too. Check your math.
2. Your greandier squad #2 is costed incorrectly. The cost should be the same as squad 1.
3. As someone has mentioned, if you take cameleoline, then all your squads that are able to take it, MUST take it. This means all infantry squads and cmd squads and vet squads would have to be outfitted with cameleoline. This would add up to an additional 80 points that is lacking from your total. You would be better served by getting an additional grenadier or infantry squad.
4. Track Guards on Russes are just bad. I would also try to convert (at least) on of your hull mounted lascannons to a heavy bolter, probably more useful and it saves you points too.
Other than that, the list is fine, just check your unit costs and it should do well.
What Guardsmen dont want to hear...
"Ok boys, time to fix bayonets!"
Really? Where does it say that in the codex?Originally Posted by MTG Guru
I played a game with Cameoline on just 3 squads. It really doesn't make it clear in the codex.
Since cameleoline is counted as special equiment it must be used by every one. it says this in the paragraph above the special equment doctrine, but im not sure what page it is exactly.
Yeah, I edited my army list and didn't correct some things.Originally Posted by MTG Guru
~1. There should only be 3 guardsmen in the list, only one of them has a p. gun, not all 4.
~2. Correct. I added a storm trooper to that squad but didn't change the points.
~3. Missed that part of the codex. They should have put those couple paragraphs in the grey, special equipment section, not above the grey colored area. I overlooked where it states you have to put it on EVERY available troop that can take it. I'll take that doctrine out since I don't have the points for it.
~4. I won't change the HM Lascannons on the russes. I find them more valuable overall than the heavy bolter.
Thanks for the advice. I'll correct the flaws and repost a new list.